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Adds Inflation (#19447)
* it's yours my friend as long as you have enough * Sellable AND bombcode is fixed * this * Craftable * Update code/controllers/subsystems/supply.dm * Update code/modules/economy/cargo_point_scanner.dm * Apply suggestion from @Cameron-The-Raven
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@@ -80,9 +80,12 @@
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// Money
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/datum/element/sellable/spacecash
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sale_info = "This can be sold on the cargo shuttle if packed in a crate. Due to taxes, this is worth less than its face value when sold to the cargo shuttle."
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/datum/element/sellable/spacecash/calculate_sell_value(obj/source)
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var/obj/item/spacecash/cashmoney = source
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return cashmoney.worth * SSsupply.points_per_money
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return FLOOR((cashmoney.worth / SSsupply.money_per_points),1)
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/datum/element/sellable/spacecash/calculate_sell_quantity(obj/source)
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var/obj/item/spacecash/cashmoney = source
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@@ -195,3 +198,203 @@
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if(organ_stuff.health != initial(organ_stuff.health) )
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return "Error: Product was damaged on arrival."
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return null
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// Selling slimes
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/datum/element/sellable/slime_extract/calculate_sell_value(obj/source)
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var/obj/item/slime_extract/slime_stuff = source
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return FLOOR(slime_stuff.supply_conversion_value,1)
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// Selling food
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/datum/element/sellable/food_snack
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sale_info = "This can be sold on the cargo shuttle if packed in a freezer crate."
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/datum/element/sellable/food_snack/sell_error(obj/source)
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if(!istype(source.loc, /obj/structure/closet/crate/freezer))
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return "Error: Product was improperly packaged. Send contents in freezer crate to preserve contents for transport. Payment rendered null under terms of agreement."
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var/obj/item/reagent_containers/food/food_stuff = source
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if(istype(food_stuff,/obj/item/reagent_containers/food/snacks))
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var/obj/item/reagent_containers/food/snacks/S = food_stuff
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if(S.bitecount > 0)
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return "Error: Product was partially consumed, and is unfit for sale. Payment rendered null under terms of agreement."
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return null
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/datum/element/sellable/food_snack/calculate_sell_value(obj/source)
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var/obj/item/reagent_containers/food/food_stuff = source
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return FLOOR(food_stuff.price_tag,1) // Converts old price system into supply point cost
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// Selling TTVs
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/datum/element/sellable/transfer_valve/calculate_sell_value(obj/source)
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var/obj/item/transfer_valve/TTV = source
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if(!TTV.tank_one || !TTV.tank_two)
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return 0
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var/datum/gas_mixture/faketank = new()
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QDEL_IN(faketank,5)
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// Highest pressure must be in tank 1!
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var/obj/item/tank/tank1 = TTV.tank_one
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var/obj/item/tank/tank2 = TTV.tank_two
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faketank.volume = tank1.air_contents.volume + tank2.air_contents.volume
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faketank.copy_from(tank1.air_contents)
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var/faketank_integrity = tank1.integrity
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faketank.merge(tank2.air_contents)
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// Perform the explosion
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faketank.merge(tank2.air_contents)
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faketank.react()
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var/pressure = faketank.return_pressure()
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if(pressure <= TANK_FRAGMENT_PRESSURE)
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return 0
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var/intervals = 0
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//Very dumbed down version. Close enough for our purposes.
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while(faketank_integrity >= 7)
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if(intervals < 0 || intervals >= 13) //13 because we calculate for adminspawn bombs or pre-welded bombs, too, which start at 20 integrity. If it's losing integrity, it's going to rupture eventually!
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break
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intervals++
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faketank.react()
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pressure = faketank.return_pressure()
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if(pressure > TANK_FRAGMENT_PRESSURE)
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faketank_integrity -= 7
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else if(pressure > TANK_RUPTURE_PRESSURE)
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faketank_integrity -= 5
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if(faketank_integrity > 7)
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return 0
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faketank.react()
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faketank.react()
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faketank.react()
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pressure = faketank.return_pressure()
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var/strength = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
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var/mult = ((faketank.volume/140)**(1/2)) * (faketank.total_moles**(2/3))/((29*0.64) **(2/3)) //Don't ask me what this is, see tanks.dm
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var/dev_value = round((mult*strength)*1)
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var/heavy_value = round((mult*strength)*0.5)
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var/light_value = round((mult*strength)*0.25)
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return FLOOR(dev_value + heavy_value + light_value,1)
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/datum/element/sellable/transfer_valve/sell(obj/source, datum/exported_crate/EC, in_crate)
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. = ..()
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if(. && EC.contents[EC.contents.len]["value"] > 0)
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SSsupply.warheads_sold++
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SSsupply.warheads_value += EC.contents[EC.contents.len]["value"]
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// Mech selling
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/datum/element/sellable/mecha
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needs_crate = FALSE
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sale_info = "This can be sold on the cargo shuttle. It's condition and parts would greatly affects its price."
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/datum/element/sellable/mecha/sell_error(obj/source)
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var/obj/mecha/exo = source
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exo.wreckage = null // Exo sold, remove it's lootpile on qdel, or we'll have issues in cargo....
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var/check_val = calculate_sell_value(source)
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if(!check_val)
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if((exo.health / exo.maxhealth) < 0.5)
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return "Error: The unit is too damaged to sell, and will be used as scrap. Payment rendered null under terms of agreement."
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return "Error: The unit in its current condition has no resale value at all, and will be used as scrap. Payment rendered null under terms of agreement."
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return null
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/datum/element/sellable/mecha/calculate_sell_value(obj/source)
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var/obj/mecha/exo = source
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var/amount = exo.health / 10
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amount += exo.max_temperature / 1000
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// generic bonuses
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for(var/slot in exo.internal_components)
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var/obj/item/mecha_parts/component/MC = exo.internal_components[slot]
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amount += MC.integrity
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amount += MC.emp_resistance * 10
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// special bonuses
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if(exo.internal_components[MECH_ACTUATOR])
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var/obj/item/mecha_parts/component/actuator/MC = exo.internal_components[MECH_ACTUATOR]
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amount += MC.integrity
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amount += 20 * MC.strafing_multiplier
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if(exo.internal_components[MECH_ARMOR])
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var/obj/item/mecha_parts/component/armor/MC = exo.internal_components[MECH_ARMOR]
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amount += MC.deflect_chance
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for(var/dam in MC.damage_absorption)
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amount += MC.damage_absorption[dam] * 10
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if(exo.internal_components[MECH_ELECTRIC])
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var/obj/item/mecha_parts/component/electrical/MC = exo.internal_components[MECH_ELECTRIC]
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amount += MC.integrity
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amount -= 100 * MC.charge_cost_mod
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// Extra equipment
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for(var/E in exo.hull_equipment)
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amount += 3
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for(var/E in exo.weapon_equipment)
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amount += 3
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for(var/E in exo.utility_equipment)
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amount += 2
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for(var/E in exo.universal_equipment)
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amount += 1
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for(var/E in exo.special_equipment)
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amount += 4
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// Don't bother somehow...
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if(amount < 0)
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return 0
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// Special mech multipliers
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if(istype(exo,/obj/mecha/combat/phazon))
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amount *= 30
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else if(istype(exo,/obj/mecha/combat/fighter)) // More niche
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amount *= 8
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else if(istype(exo,/obj/mecha/medical))
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amount *= 11
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else if(istype(exo,/obj/mecha/combat))
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amount *= 6
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else if(istype(exo,/obj/mecha/micro)) // Teeny weenies!
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amount *= 3.5
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else
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amount *= 1
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// Final health scaler
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amount *= (exo.health / exo.maxhealth)
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if(amount < 100)
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return 0
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return FLOOR(amount,10)
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// Selling GUNZ
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/datum/element/sellable/gun/calculate_sell_value(obj/source)
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var/amount = 10
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var/obj/item/gun/G = source
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var/obj/item/projectile/P = initial(G.projectile_type)
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if(istype(G,/obj/item/gun/projectile))
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var/obj/item/gun/projectile/PG = G
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amount += initial(PG.recoil) * 2 // We can assume bigger bang
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amount += initial(PG.max_shells) * 1.5 // More shots more bang
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if(istype(G,/obj/item/gun/energy))
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var/obj/item/gun/energy/EG = G
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amount += initial(EG.charge_cost) / 100 // We can assume bigger bang
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if(P)
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// Default bullet breakdown
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amount += initial(P.damage) / 2
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amount += initial(P.stun)
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amount += initial(P.weaken)
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amount += initial(P.paralyze)
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amount += initial(P.irradiate) / 2
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amount += initial(P.agony) / 2
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// Stop trying to sell donksofts
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if(initial(P.nodamage))
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amount /= 20
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return FLOOR(amount,5)
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